具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062
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" G1 U9 g& t1 d m$ \! I; y1 _已经共享到岛群QQ和本论坛置顶资源帖+ E+ ]5 p6 b* l1 m( T
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大量更新,详见列表:4 A/ r6 T/ v& G; ]9 a' ^
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0 z$ R" d- H8 G( Q6 E9 fChange History:/ @) G; W( S8 f* h$ X
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)5 v- ~. N4 r5 a3 ~
1. Seventh Update – This release is a comprehensive release updating all previous
& z- E" z7 p, W- f( K2 ~3 m' ?1 jversions to v1.01.17 beta. V% L' k- X8 q' T8 L/ d
2. Code Changes
3 p: [$ W* ~9 y8 @Fixed3 r& G$ ~: F9 I/ _$ I6 v
1. Display of AF/Port icon between player saves based on player's intel2 {5 D. Z _. F, m( C" F/ q! _
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
: p6 r9 `8 ~8 A- d* uweapon list updated
( X, j4 b8 U$ I/ X+ R9 x3. Reported cargo/troop safety values incorrect when no cargo/troop space
3 E, x/ _$ H' l# ]8 g6 }: R) r4. Allow smaller 'reserve' space for small groups on ships
& B9 @. i1 C( F) J3 ^3 Y2 t2 L5. Preserve some more data when swapping fragment and parent to prevent lost of parent
3 h% k+ X4 N. A/ }+ S: K6. Correct attacking plane count before final post-air combat
' o* d" O) i4 M7. Pilot promotion may have occured in error sometimes
3 ], ]5 o9 h O/ o8. Raid detect message sometimes dropped of the combat report
8 t$ Y* m) J n$ v4 `( E9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
9 o7 F3 N$ K2 V! _" g3 wgenerally0 }! l D) {7 J; { L d9 M# k- Q
10. Some pilot-leader connections were being corrupted
) y1 w( S- {7 s |. S y11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
+ G; t$ w' i: P! mother move issues due to the incorrect indicator
) Z8 [, H0 q' L' k. M1 A! V) f2 m12. Wrong ship sometimes reported in Ops report for TF movement which causes some
" I4 x4 M2 {" k$ ^damage/ |2 N& Q2 f% c' ^% }* B$ q5 T
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
: _- Z3 B$ Y9 H/ N+ y14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the# D" {4 x, U; R3 f: r! W5 D
date sort1 Z: L% w0 z9 I4 P- I s+ l
15. ASW groups not allowed to attack sometimes% K$ [8 M: o, J7 y* }& d9 }
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing; @! @+ u: X/ v
HQ/LCU to jump to reinforcement queue' n9 p' {$ m2 z3 o+ Q* d
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
1 q( w9 @: A l9 T) s18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed5 q" ~5 }" }9 d2 x- `+ h7 I. K
at start of AE but crept back in sometime during updates% v: m6 J4 E% s9 S
19. Removed the fragment/parent swap during a TF unload as it could often orphan the2 e- f* }0 {* ]) U% d
fragment.
" \" {) E3 l" @2 m1 \. l20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
* h, Q3 y! }8 W+ e' y! n21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
5 p, ?8 P" K5 D" B+ [6 @short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
0 w, [; `8 }4 Eset
( q8 s* n# y- |0 ~( k22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
7 {0 P* H L, m23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
1 G1 B" V: O1 |) ^8 p: n24. Bug caused F/FB to sometimes bomb at low altitude( L* p$ t. G9 W) e! ~$ {
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not% ]5 O# o( z. D. W; _6 W
occurring properly.: e0 y c G$ a9 |! ?
26. Bug in Industry 'failed' indication not showing properly sometimes
! t% J. n6 [4 e" L& F4 H$ r# c$ n- y* [27. Location check at scenario load to include small map sceanrios
% j# n: G u7 d) u: w2 B. i1 a28. Bug in air supply to fragments in a non-friendly base hex
/ `( D1 s: r" | H$ m0 M29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was8 D6 e: v. S6 t9 e- J$ l) N4 o4 E
being set to homebase before execution of the mission – ie was returning to base5 N# {( T/ |7 s) @
immediately
3 ^7 Q( z0 s3 g" ~5 S# M- w30. Error in Strategic map display
2 t1 _: @& @% Y6 [0 I31. Additional and stockpile options were not turned off when base was captured
$ C! s% B0 Z/ ]+ y; t4 G/ K: X32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on0 O9 x* ^ _6 {/ c8 v+ V L+ z R
mouse over
7 @- ~' S" s Y8 ^ G; h33. Army experience being gained when not 100% prepared as per manual; changed to allow
6 P1 A: J, K5 l% E7 _0 Gchance to gain experience if >75% prepare and < 50% national exp level
' G9 w; b- ^! c* j34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
! t$ q4 J- z7 j/ g; |2 z+ Zalleviate the incorrect experience gaining happening while in reinforcement queue5 b- O8 `7 n- p
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –8 f2 b7 @; a5 O2 _# i0 u, }, T% _
caused unit to jump “off-rail” and move overland
; H$ @: _- q& P& T36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
' J, \$ A* L. i% x" y37. Excessive accident messages on unload from TF reported7 T) v9 B; T& Z* ]
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
5 g- E1 ?6 Y4 L& I! E4 n% |$ omerged causing smaller size unit than expected
. A, r5 m, X+ c# g3 N9 d39. Corrected possible TOE error in scenario data load for inactive units9 C! ]- B w) f [4 M: t
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can" y7 m+ p2 t* R7 D8 d4 ~
however be allowed to do this.1 [3 m% V% I$ v5 l2 F4 ^
41. Possible CTD if sinking ship's load was a group
9 N( Y6 ^ W/ T& J9 A- K7 y42. Limit the number of devices built from resources per unit during LCU replacements; this" [' O9 U! Z; F% p$ B+ u# r
was causing an over production for that turn- I4 J, w( F4 ^2 U0 `5 o, C- r
43. Retain day/night setting when creating group fragments
. T a' a( ?* b/ s8 n) e, J44. Adjusted supply and fuel values in base list not to overrun the space
) v! ]$ p8 x! z" Q8 \& U& Y45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
- G3 I! { Z: O) s% h0 S& \added YMS to Sweep TF in line with manual and code
' t# B9 D4 I1 v& u46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
9 `9 u% }( ~# F- C% z0 Arule relates to the abundance of manpower and is not covered by replacement pool. Normal1 Q' n" o' Q0 V% |
rebuilding of destroyed units is not affected by this.
! J3 r g2 C4 r5 A6 d: I% C. y47. Carrier capable and trained text not showing together on Group screen# V: c' K. Y5 ~( k$ T
48. Handle any blank re-name changes by ignoring them$ M8 [; x" U& o5 i6 }
49. Possible CTD when air fragments combine
5 f" Y. j5 Y$ E- x% S6 {, {50. Unloading TF can freeze a LCU onto a ship under some conditions; c) V/ b' E" f" Y8 U
51. AI not behaving if main HQs missing (affects small map mainly)
2 a- ~& a* C" x5 c1 l+ a52. AI using AGC for normal land units – removed from TF if not needed$ t8 h: t9 K% ?& Q+ m% p
53. Soviet activation message not in Ops report
, a9 b7 O' A4 i3 \! Y6 y2 c( _& q54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range" `# c% @$ t e' A
55. Clear Soviet air balance if not activated. Possible incorrect base switching6 g1 x- J5 V0 l
56. Sub attack against docked TF not happening for port size <3
+ F/ k6 b4 h3 _57. Unit type changing unexpectantly
+ W% E3 V7 y' t. d! C6 o58. Torpedo replacement on plane sometimes is missed
3 T9 O1 ?( {0 a, R5 j* D" e% h59. Double handling of overstacked supply requirements* p, o, i7 d. w$ b: V
60. Fixed alternate weapons for port attacks
( P- F- \. ]) ]2 g- W' i( d61. Corrected weapon system damage to show after combat on ships in port rather than wait till
, \# Y( N8 a2 [3 I. H+ _sometimer in the ship repair cycle.4 y5 k( V) ]9 F7 e/ a; ]; F
62. Ship tonnage over 32K could cause repairs to fail Q8 T2 ~' W9 s
New9 d9 E. C; c3 u$ N$ }3 P$ j
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
5 z7 [ s7 f) Z$ ?' ~port8 S- i6 |6 Z0 u6 I
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
3 q# E% O. k( y9 A& }0 oTenders not counted2 |; F' p7 ]) `/ M ?
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
2 z5 X8 K6 |5 S4 Q2 B4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
: r& o8 p6 }: S( C9 c* Xto remove damaged ships from TF3 c. e" s. E6 @- t5 `
5. New filter for “non-building” devices in Industry pool screen
" c! e4 p- r2 k" y/ d% }2 r) V6. New filter for “non-building” aircraft in Air Replacement pool screen/ n: X4 z5 n3 i5 L* f- Z
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy; a; s# \/ S4 U( r# D
mines (^) detected$ |4 E2 d* g2 v, d) ]: S, Q
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
/ O& s2 {/ G2 Z$ @0 L @‘button6..’ image files, then these will be shown. If not, by default there are shown as( Z1 S% {9 F- e& X, H5 u6 W
standard parachute unit icons7 x2 H) Y/ |+ X' J9 _# ?9 X% U. o
9. Air/port damage and building is shown in base mouse over( D8 U5 K% b1 i6 S$ y/ ^
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on; |& r/ k2 D8 q1 K
11. TF can be routed to stay within coastal hexes as much as possible- ?# F: f$ b( ?8 g* t
12. On Top Pilot screen show the 'ace' cut-off value if more than 1* \4 g2 ]$ h5 Y: U" t# `, C. Q
13. Added option on group and LCU reinforcement screen to turn off replacements
4 z; J! i! @; O14. Current base can get supply returned to it when reserve planes returned which were
0 X: O) }7 h8 Ioriginally supplied from another base" S" T5 A5 J! m9 t d" ?- Q0 G
15. Unit type filter on Troop Loading screen
; { B/ r5 ~. q P- l) `+ E b5 M16. Report killed ground units if not in combat report
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1. AF of 8+ have AV support doubled for purposes of determing support for air operations
- {5 T% t1 z( B4 Y' S3 ?(complements fix 18 above)( j2 w# I/ A* h* ]! ?' H
2. Permanently increased pilot array to 70K
) Q+ J& i% ^# c9 {' x; W% m3. Increased number of air combat rounds are a factor of total aircraft involved
3 R' ]; O/ }! c% r4. Allowed submap to submap movement if land connected for land units. Should have been
U( N) I0 I: wso as per Andrew Brown+ X% z' `- @! _: u5 \
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message6 m3 e- }2 W/ k: R2 j7 B
delay toggle instead* j6 o) M% s. u8 z% i
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the4 q5 C+ V# m& P
maintenace a bit more" t$ Q1 {0 n$ p- [
7. Support device replacements won't decrease the overall experience of LCU units. This does
) r$ C0 G$ r- [2 S+ d' Enot alter the overall EXP change due when any replacements are received.% I! T% I d1 H) X$ [
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
5 z3 F: c6 ^$ o8 [between the two but could break current games.
' _2 |1 o4 j; J: x5 @- T3 I4 P9. Some LCU Prep points may be retained if unit is experienced
+ t; ~8 X N$ s1 \0 m3 [Notes
$ P& Q% u$ r1 {( ]# f1 B( `1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario9 k. W4 F/ y2 b2 b7 w# }
should not change player or HQ, even if not in play. These original HQs are used by the AI
& e% c5 ^1 o% f1 v+ Uroutines so changing or deleting them can put the AI off. Changing other elements should
4 k4 I. d* t5 f5 h- k- Sbe okay.+ I4 P/ t2 [( \5 N' |
2. Clarification to weapon filters for aircraft:
! L9 N6 C0 g6 Y; Y* f& T# rPM_NAVAL_ATTACK 2 // used for naval attacks
/ {7 R' m3 `: A2 B. @9 RPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
: a% l& n8 I1 e2 M8 KPM_LAND_ATTACK 8 // used for land (ground) attack
: ]' i$ M* P. c% Y. F+ T: }PM_PORT_ATTACK 16 // used for port attack
. ]( O( _7 ^' m! z4 z. SPM_AF_ATTACK 32 // used for AF attack
" p; X; A3 q! B8 r0 X2 j' IDropped any reference to secondary values for land and AF as they served no special use.
( H9 [( [4 f2 e% o' sClarification changes
) E# t7 B u" x4 A: L( k1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
2 j; C! e0 ^' `; rbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),! X8 P- R1 W- M
MONGOLIA(91) or TANNU_TUVA(92).
. `5 j+ y. h* A: x: a% _a. Allied non-Soviet groups can't transfer to Soviet Motherland bases s- G6 G8 W; Z2 b3 m
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes& e! P4 V) z1 J, C: T1 J( x
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases: Z0 W2 j4 r1 [- w2 }% s9 d; r6 |
after Soviets are activated, but can’t move" `: k U, ^ k$ a
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
) S/ y7 |# W4 gdisbanded in port.
* T Z; ?* I0 \e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
% J8 R; I6 p9 _$ I9 d& F" df. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |